* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand. * WIP - Rewriting packets. * Cleanup and updates README * Converts more packets * Fixes header * Converts Effects packets. * Forgot the send command * Adds the start of containers packets. * Adds message packets with caching * Extends the send methods * Starts to add Acquire methods * Converted the packets * Cleanup * Cleanup * Adds more packets * Adds more packets * Fixes clearing arrays from pool. Adds Mobile Incoming * Converts more packets. * Moves more packets * Moves more packets * Test compression * Merges * Migrating to an idiomatic syntax that also supports compression, and proxying. * Optimize the stack alloc. Changes attributes * Converted container packets * Visual Studio doesn't auto save files. I am still getting used to subpar IDEs. * Adds static packet caching. Will profile later. Converts more packets * Fixes packets and changes how compression is configured * WIP - Adds basics for Gumps. Not finished though. * Fix file * Fixes formatting * Changed SpanWriter to be more idiomatic. * Fixes Span vs RawSpan and missing stackallocs * Converts over some more gumps * WIP - Deletes 32bit support. * Drops RDRand32 support. * Fixes gump compilation * Converting gump components * Removes old huffman compression function * Revert signature for backwards compatibility * WIP - Converting more gump components * Creates ArraySet for the strings. Updates AppendTo to reference that. * Converts the maining gump components * Cleans up gump components * Cleans up directives * Cleans up ArraySet and moves it. Adds null-coalescing-assignment * Cleanup, Target Packets, and C# 8 changes. * Removed OPL Packet * World packets * Fixing packet uses * Cleans up code. Fixes packet uses in various places. * More cleanup for packets * Code cleanup * Converts more packet uses and cleans up more code * More code cleanup * Finishes fixing the packets in Item * Updates secure trade packets * Updates core and gets it to compile. * Moved packets to scripts. Fixed account handler use of packets * Code cleanup * Updates chat packets * Code cleanuo * Adds party packets, but need to implement them. * Party packets WIP * Finishes party packets * Rearrange movement namespaces and classes * Finishes plant packets * Code Formatting * Fixes moving effects * Code cleanup, eliminates equipinfo * Adds more packets. Fixes bugs with various packets. * Finishes mahjon packets * Fixes mahjong packet * Code cleanup * Finishes mahjong packets * Adds Map packets * Add multifacet maps and charts * Cleans up some packets with UTF8 * Optimizes packets * Cleans up more packets. Moves the MessageHelper * Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets. * Updates protocol extensions packet receiver * Fixes a few bugs. Fixes a few more packets. * Code cleanup and fixing more packets * Fixes packet effects * Cleaned up more code * Buff Icon cleanup * Removed unused constructors * Code Cleanup. Adds BoatHS Packets * Moves house files. Updates house foundation packets. * Deployment cleanup * Fixes: * Code cleanup * More code cleanup * More code cleanup * Cleaned up BaseHouse * Enforces styling * Converts foreach to linq where possible. * Dont need that * Goals/Readme updates * Removes 32bit support at the highest level. Turns on HRT by default. * Code cleanup. Fixes extended features packet. * Fixes various bugs * Code cleanup * Code cleanup * Code cleanup. Fixes gump X/Y assignment. * Code cleanup using |= operator * More code cleanup * Cleanup * Fixes spacing issues. Thanks Visual Studio. You suck. * Compiler error * Fixes NPE from RunUO 2.7 * Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README * Fixes more packets. Stupid trailing nulls. * Fixes various bugs. * Fixes for gumps * Fixes more gump stuff. Going to split it out later since it is getting insane * Recoded the gump writing * WIP * *Added output path of scripts project to dev branch *Activated debugging in code
130 lines
3 KiB
C#
130 lines
3 KiB
C#
using System;
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namespace Server.Items
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{
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public class FireworksWand : MagicWand
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{
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private int m_Charges;
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[Constructible]
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public FireworksWand(int charges = 100)
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{
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m_Charges = charges;
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LootType = LootType.Blessed;
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}
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public FireworksWand(Serial serial) : base(serial)
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{
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}
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public override int LabelNumber => 1041424; // a fireworks wand
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[CommandProperty(AccessLevel.GameMaster)]
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public int Charges
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{
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get => m_Charges;
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set
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{
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m_Charges = value;
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InvalidateProperties();
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}
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}
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public override void AddNameProperties(ObjectPropertyList list)
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{
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base.AddNameProperties(list);
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list.Add(1060741, m_Charges.ToString()); // charges: ~1_val~
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}
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public override void OnDoubleClick(Mobile from)
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{
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BeginLaunch(from, true);
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}
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public void BeginLaunch(Mobile from, bool useCharges)
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{
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Map map = from.Map;
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if (map == null || map == Map.Internal)
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return;
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if (useCharges)
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{
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if (Charges > 0)
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{
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--Charges;
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}
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else
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{
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from.SendLocalizedMessage(502412); // There are no charges left on that item.
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return;
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}
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}
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from.SendLocalizedMessage(502615); // You launch a firework!
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Point3D ourLoc = GetWorldLocation();
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Point3D startLoc = new Point3D(ourLoc.X, ourLoc.Y, ourLoc.Z + 10);
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Point3D endLoc = new Point3D(startLoc.X + Utility.RandomMinMax(-2, 2), startLoc.Y + Utility.RandomMinMax(-2, 2),
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startLoc.Z + 32);
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Effects.SendMovingEffect(new Entity(Serial.Zero, startLoc, map), new Entity(Serial.Zero, endLoc, map),
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0x36E4, 5, 0);
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Timer.DelayCall(TimeSpan.FromSeconds(1.0), () => FinishLaunch(endLoc, map));
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}
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private void FinishLaunch(Point3D endLoc, Map map)
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{
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int hue = Utility.Random(40);
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if (hue < 8)
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hue = 0x66D;
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else if (hue < 10)
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hue = 0x482;
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else if (hue < 12)
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hue = 0x47E;
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else if (hue < 16)
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hue = 0x480;
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else if (hue < 20)
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hue = 0x47F;
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else
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hue = 0;
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if (Utility.RandomBool())
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hue = Utility.RandomList(0x47E, 0x47F, 0x480, 0x482, 0x66D);
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int renderMode = Utility.RandomList(0, 2, 3, 4, 5, 7);
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Effects.PlaySound(endLoc, map, Utility.Random(0x11B, 4));
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Effects.SendLocationEffect(endLoc, map, 0x373A + 0x10 * Utility.Random(4), 16, 10, hue, renderMode);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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writer.Write(m_Charges);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 0:
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{
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m_Charges = reader.ReadInt();
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break;
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}
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}
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}
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}
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}
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